Strength · Objective control
Holds objectives comfortably
Top 5% · 9.03 per 100 pts · mostly Necron Warriors (47%)
190 ptsObjective control sits in the top 5%, led by the Necron Warriors; resilience and mobility are in the bottom 13%.
«the top 5%» means above roughly 95% of sampled reference list shapes for that capability — a comparison, never win odds.
The shape, not the verdict. Area is not a score — two lists with the same area can play nothing alike. The bars beside it are the reading that counts, and each spoke is this list's percentile under baseline assumptions.
Open a row to see the units behind it.
Strength · Objective control
Holds objectives comfortably
Top 5% · 9.03 per 100 pts · mostly Necron Warriors (47%)
190 ptsStrength · Anti-horde
Exceptional against massed infantry — top 6% of lists
Top 6% · 8.39 per 100 pts · mostly Necron Warriors (25%)
190 ptsGap · Resilience
Fragile for its points
Bottom 7% · 1.51 per 100 pts · best available: Annihilation Barge (17%)
95 ptsGap · Mobility
Slow to reposition
Bottom 13% · 0.58 per 100 pts · best available: Tomb Blades (22%)
145 ptsEstimates from weapon profiles alone — terrain, mission scoring, stratagems and target priority are not modelled.
Answers 2 of the four target archetypes at or above average.
7 scoring bodies, 86 OC on the table at deployment.
No Deep Strike, 0% of the points off the table turn 1.
Average T4.7, 1.9 W per model and 3 units with an invulnerable save.
59weighted percentile
What carries it
Plan around
Anti-horde is the clearest answer here; Reach is the pressure point to plan around.
The army, detachment, enhancement and leader rules the maths read — including 12 conditional ones it did not fold into the numbers.
Army
Detachment
Enhancement
Warlord
Legal-looking opportunities for these units and phases, not automatic bonuses — board state, CP and the exact trigger still decide.
Who carries each answer
No single unit owns an offensive answer — losing any one of them leaves the list functional.
Special tools
Leader groups
5Good7Possible6Difficult
Good — The list has several independent ways to meet this condition.
Possible — The list can attempt this, but it depends on positioning or a key unit.
Difficult — This condition is hard to support with the current list shape.
Fit is about list shape, not about what you will draw. A «difficult» card is still scorable — it just needs the game to go your way.